Limitless Worlds

Tuesday, August 6, 2013

Sixth World - A Dungeon World Hack

Sixth World is a Dungeon World hack that is used for playing in the Shadowrun universe. Primarily written by Chris Clouser, I jumped on at a later point mostly as an adviser/editor. Then I guess I gave him so much info, he decided to put me as co-author. Go figure.

Anyway, the game contains:

-Rules to play as the 5 classic metatypes, as well as suggestions on making stranger races
-10 Archetypes that allow multiclassing between them, keeping the "classless" spirit of SR. All your favorites are here, from Adept to Hacker to Rigger to Street Samurai
-Tons of equipment, spells, spirits, vehicles, cybernetics and rules on how to make and customize all of that! Yes, spell creation is in-built in the system
-A list of threats ranging from Lone Star Cops to Acid IC to Dragons
-Rules on stating out Sprawls and Wildernesses, allowing you to show how much of a threat Perils are to the city
-Quick and simple rules to facilitate narration over mechanics
-Rules for legwork that make a difference when it comes time to run.
-Rules for wireless hacking AND astral quests
-Optional rules for Blood Magic, Otakus and Gaeas

11 comments:

This is great! I'm going to run it this weekend. I have a question about some cyberware and spells. Some of them say to hold 1 to certain core/secondary moves, but those moves don't have hold options. Am I missing something? Thanks a lot,ES

Ran the first game in a new campaign using these rules last night, went awesome!

A couple of clarifications if possible:

1) On the Rigger character creation, it says to subtract essence cost of cyberware from 4, yet every other class subtracts from 6. We assumed this was a misprint and went with 6.

2) On Mage Archetype Moves: Cast a Spell says to "roll+Knowledge" when using Manipulation, but there is no Knowledge score. Since Knowledge based rolls are usually done with Craft, we assumed this should be Craft.

3) Also on Mage Archetype Moves: Cast a Spell says to "roll+Rep" for Illusion. Again, no Rep score, so we assumed this should be Presence.

4) Cyberware: Wired Reflexes suggests that you can hold 1 (or 2) for Stay Frosty. Stay Frosty doesn't have any rules for using holds specifically, so we assumed this meant you could spend hold to add 1 to a roll.

Great stuff though - we got through some slam bam combat sequences that would have easily taken an hour or more to parse in traditional Shadowrun rules! Much more suited to our group's play style. Thanks so much! Please pass this along to Chris as well!

My group just started a play by post game using this, and it's working pretty well so far. I like the succinctness of the rules, and it feels like it fits well. I'll add a couple of hacking related questions that have come up though:

1) The description of the Analyze routine calls for the player to roll +Matrix, which isn't a stat. We've assumed it should be +Craft. Is that correct?

2) It seems like Stay Frosty in the Matrix can build a huge modifier too easily. Is the roll intended to be + Mask + Attribute, or something else?

Love Sixth World, fella. One question: In the Human Metatype Move 'Professional', it mentions 'Drop Science', but there is no other reference to it in the pdf. Has this been replaced by 'Citation Needed'or maybe 'Hit The Books', or is it a typo? Cheers, Jimbo.

Love Sixth World, fella. One question: In the Human Metatype Move 'Professional', it mentions 'Drop Science', but there is no other reference to it in the pdf. Has this been replaced by 'Citation Needed'or maybe 'Hit The Books', or is it a typo? Cheers, Jimbo.

Is this forum dead? I see many questions here and I would also like the answers to them. Am I missing something?

Drop Science? +Matrix? Many questions. I am planing on running the old adventures soon, staring with Silver Angel. Also, I didn't see that Shamans could cast spells yet their Totems allow for bonuses on spells. I also didn't see how many spells each archetype gets. Is there another version after this one: Version 26?